/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeTaskBase.h
Base struct for StateTree Tasks. Tasks are logic executed in an active state.
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(Hidden)) struct FStateTreeTaskBase : public [FStateTreeNodeBase](API\Plugins\StateTreeModule\FStateTreeNodeBase)
uint8:  1
bShouldAffectTransitions
If set to true,TriggerTransitions()is called during transition handling.
uint8:  1
bShouldCallTick
If set to true,Tick()is called.
uint8:  1
bShouldCallTickOnlyOnEvents
If set to true,Tick()is called only when there are events.
uint8:  1
bShouldCopyBoundPropertiesOnExitState
If set to true, copy the values of bound properties before callingExitState().
uint8:  1
bShouldCopyBoundPropertiesOnTick
If set to true, copy the values of bound properties before callingTick().
uint8:  1
bShouldStateChangeOnReselect
If set to true, the task will receive EnterState/ExitState even if the state was previously active.
uint8:  1
bTaskEnabled
True if the node is Enabled (i.e. not explicitly disabled in the asset).